L L4D2node

SurvivorLegsWait::OnCommandPause

0x00962010 · 201 bytes · __cdecl

_ZN16SurvivorLegsWait14OnCommandPauseEP11SurvivorBotf

Decompiled

undefined (2 params)

/* SurvivorLegsWait::OnCommandPause(SurvivorBot*, float) */

SurvivorBot * SurvivorLegsWait::OnCommandPause(SurvivorBot *param_1,float param_2)

{
  float fVar1;
  longdouble lVar2;
  float in_stack_00000010;
  
  fVar1 = *(float *)((int)param_2 + 0x40);
  lVar2 = (longdouble)CountdownTimer::Now();
  if (fVar1 - (float)lVar2 < in_stack_00000010) {
    lVar2 = (longdouble)CountdownTimer::Now();
    if ((float)lVar2 + in_stack_00000010 != *(float *)((int)param_2 + 0x40)) {
      (**(code **)(*(int *)((int)param_2 + 0x38) + 4))((int)param_2 + 0x38,(int)param_2 + 0x40);
      *(float *)((int)param_2 + 0x40) = (float)lVar2 + in_stack_00000010;
    }
    if (in_stack_00000010 != *(float *)((int)param_2 + 0x3c)) {
      (**(code **)(*(int *)((int)param_2 + 0x38) + 4))((int)param_2 + 0x38,(int)param_2 + 0x3c);
      *(float *)((int)param_2 + 0x3c) = in_stack_00000010;
    }
  }
  *(undefined4 *)param_1 = 4;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return param_1;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)